You'll have to manually open a command-line box and navigate to where you unzipped the TGA2STL exe file. Put your TGA images in the same folder to make it easier to use. You can also create a batch file that you can drag-and-drop TGA files onto that will automatically do the command-line work for you. In fact, I'm surprised I didn't include them in the Zip file. If you visit the TGA2STL github https://github.com/DEF7/TGA2STL there are 3 batch files named 'high', 'med', and 'low' .bat. You can save those to your TGA2STL folder and then you will just have to drag and drop your TGA image onto whichever one you want, depending on the number of polygons you want the mesh to have (i.e. quality level). You can also drag/drop TGA images right onto TGA2STL itself but you won't be able to control the quality level of the STL mesh it generates.
Recent community posts
PixelCNC doesn't currently support exporting of any meshes, only the saving of a PixelCNC project file and export of G-code. If you wish to keep all your CAM in a separate program then PixelCNC is probably not what you're looking for in the first place. There is a separate free command-line utility available on the PixelCNC page called TGA2STL which enables the conversion of uncompressed TGA images to STL mesh files, however. You could go ahead and give that a try instead if all you're in need of is a way to convert an image to a model. Good luck!
Currently, the model flip-axis and swap-axes options pertain to the importation of 3D models as a depthmap images and not the direct loading of images themselves. If you import an image or model that is noisy, or "spiky", you can smooth it out via the 'Project Setup' mode button (the mountain/sun photo icon at the top-left) and then by clicking "Input Size & Origin" on the left side of the window and then simply increment the "Smooth Radius" option that appears on the right side of the window and hit 'Apply'. This applies a gaussian blur to whatever input image you have: whether it be a loaded image file or an imported model.
The model import settings, insofar as the flip-axis and swap-axes options are concerned, the desired options must be set *before* you import the model, as they only apply to the model import process, not PixelCNC projects themselves, that's why those options are in the model import settings menu dialog and not the project setup panels. Once the model has been imported as a depthmap image you can set a smoothing radius and/or downscale factor per whatever smoothness you need to achieve to generate your toolpaths off of.
Within the next month or two I plan to expand PixelCNC's functionality so that users create a 'canvas' out of multiple images/models (if they wish to) which they can individually position, scale, rotate, flip, etc..
Thanks! I do have a hankering for some 5-axis toolpath generation algorithm work at some point down the road, but PixelCNC is not the project that I will be tackling 5-axes with.
PixelCNC's primary focus is on loading 2D images as input (although v1.30a will be released today which includes 3D model import functionality, but that just generates a 2D image from the 3D model geometry). As a consequence of the 2D image paradigm the complexity of a project never necessitates more than 3-axes of cutter articulation - with the exception of projects that may have deep spots where a tool is not long enough to reach a cut from a vertical approach, and the chuck will crash into the material.
Otherwise, as long as the cutting tool is long enough to prevent the spindle from crashing into the material a 3-axis will always be able to do anything PixelCNC is capable of generating simply because every surface of a PixelCNC project is accessible from directly above it. There are never overhangs or undercuts, etc.. This is just the nature of 2D heightfields, which is effectively PixelCNC's core premise.
In either case, there's no reason you can't run 3-axis programs on a 5-axis CNC! :)
I'm glad to hear you're taking the leap and wrangling a new dimension :) I will be doing some work on PixelCNC over the next few days to improve the post-processor functionality as a direct result of your request and v1.30a will include those improvements, plus the previous fixes/changes and the new pocketing operation I just finished. I'm aiming at the next weekend to have v1.30a out. I'm sure we'll be able to get PixelCNC going as your go-to CAM solution for toolpathing images. The next big feature I'm looking at is (ironically) supporting 3D model import, which will effectively generate a depthmap from a given 3D model from which toolpaths can then be generated. This should open up PixelCNC as an alternative workflow to many CNCers who have an existing 3D model based workflow that PixelCNC is not suited for. 2019 is going to be a big year for PixelCNC!
Keep your eye out for v1.30a, it will include a post for UCCNC - which will keep G/M command codes on separate lines. Also, I've opted to remove the image-size limitation from the free trial and instead impose a limit on operation toolpath motions, so that users can test out their high-res images.
Happy New Year!
Just thought I'd give you an update: I have some posts but in creating them I discovered a bug in the post-processor system that involves whitespacing/delimiter placement and have begun re-working a few things so that the post-processing system will be more robust in its formatting of generated G-code. Once I get this all squared away I'll release v1.30a which includes a new pocketing operation and some fixes/changes to the medial-axis carve operation, and lastly a post for UCCNC/Stepcraft which simply ensures that all commands are on their own line - based on that forum thread I mentioned the other day.
After doing some digging it appears that conventional Mach3-style post processors should work, but based on what I've read here: https://www.cnczone.com/forums/uccnc-control-software/301384-fed-uccnc.html it sounds like maybe the existing GRBL/Mach3 default post could just be modified so that all commands (specifically in the startup block) are divvied up with each command code getting its own line. By the sound of it UCCNC for some reason has issue with lines that have more than one G-code command. I will modify the existing default post processor and provide you with a link to a new one to test-drive.
Could you give me any details about what happens when you try to load up G-code generated using the default GRBL post? That may help me to quickly create a post for PixelCNC. Thanks!
There's not currently a post for the Stepcraft but making one shouldn't be very difficult. Looking at the G-code example they have there it doesn't look like it deviates much from Mach3/GRBL style G-code. You might be able to just use the default GRBL post as-is but I'll take a look at the Stepcraft's G-code specification and get back to you. Thanks!
Hi again Ken,
After more closely examining your logfile I think I may have found the cause of the issue. It was caused by the reasons I stated previously that concerned the variation in hardware vendors' implementations of the OpenGL specification and I believe I have a fix that will properly accommodate the particulars of your system's graphics hardware. I will email you a link to a new version of PixelCNC which you can test out ASAP.
You don't need to worry about sending a new logfile just yet. Expect the link email soon if you haven't received it by the time you're reading this.
Thank you for posting your log. Unfortunately I don't see any of the extra debugging info. Did you follow my instructions to enable it beforehand? I'm going to have to ask you to check that it's enabled and then go ahead and run through the process of trying to load an image and posting the resulting log file again (whichever is the newest one in the logfiles folder afterwards).
The 501 error is related to the graphics hardware of your system but your computer does support OpenGL 2.1, which is the minimum supported graphics version that we're targeting for PixelCNC. So you're technically in the clear but with these older versions of OpenGL (which is the underlying software layer enabling software to interface with the wide range of graphics hardware out there) things can be a little finicky, especially from a software-development standpoint. This usually manifests itself as bugs or errors and is a direct result of the OpenGL specification not being followed exactly by the implementation that is provided by the hardware vendors. Some implementations are better than others and are more forgiving toward sloppy developers while others are missing features that are supposed to be present for the version they claim to support, etc.
It's a bit of a mess, to be honest, and is unfortunately more common than you would think. It is also the reason why most new software simply does not support older graphics hardware in spite of it being capable enough. Or it just doesn't utilize it at all and instead leans entirely on the CPU alone for all of its compute work, which means slower performance. At the end of the day it's the end-users who get burned: with perfectly capable hardware they are forced to upgrade just to use newer software.
At any rate the solution will probably require making some minor changes to PixelCNC to ensure compatibility with machines running your specific graphics hardware's specific OpenGL implementation. I'd be happy to work with you figuring out what needs to be done to get you up and running. It will also benefit other potential users who would otherwise experience the same issue if they happen to have the same setup. It's going to be a little bit of a process, if you don't mind, where I will simply be sending you new test-versions of PixelCNC to test-drive and you would just report back with the logfile that it spits out. You get to do the easy part!
The first step right now is getting that debugging info into the logfile, which will provide more information and help narrow down the exact situation that needs fixing. We should be able to get you up and running pretty quick and then you'll be CNCing Xmas presents in no time! :D
^^^^ Here's the debug info option you can enable to tell PixelCNC to generate more verbosity about everything it's doing. Get that going and generate a new logfile to copy/paste here and we'll be off to the races :)
Thanks again, and happy holidays!
Hi Ken, this is indeed the place where I will be able to help you :)
Are the example images are not working? Or is it a specific image? If you can post your logfile I should be able to see what is happening.
Start up PixelCNC and in the Config menu enable "Log: Debug Info". Then load an image that causes the problem. You should then be able to find your logfiles folder from the File menu. You will see text files that are named with the year, month, day, - hour, minute, second, and should be able to find the newest logfile in there just by sorting them by name. Open up the log file and copy/paste its contents into a post here. (In notepad you should be able to press CTRL-A to select all, then CTRL-C to 'copy', then in the comment textbox here paste using CTRL-V).
Thank you for your interest :)
The current version is v1.27a, and the free trial can be downloaded from the main PixelCNC page, toward the bottom where it says "Download demo", http://deftware.itch.io/PixelCNC
The older versions are only kept available for users if they encounter problems running the latest version. Otherwise, the latest version is always the one that should be used.
The texture mode actually isn't implemented yet. It is implemented in v1.3a, however, and simply allows you to load an image *which is 'projected' onto the loaded model as if there's a slide projector casting the image onto the model from your vantage point, and light pixels in the image translate to creating optics while dark areas are blank. This gives a sort of raw control over how optics are distributed over the surface, instead of relying on how a model's vertices or polygons/edges are situated. I will try to get it all running by the next version ;)
Good to hear! I'll probably hammer out a few more things soon, no telling when, but hopefully within the next few weeks. I'd like to add better multithreading capability to speed up rendering and optic generation - it would be nice if loading bigger models didn't bog it down as much. I'm also thinking about modifying it so that when you are rotating/moving the model around it draws a low-poly proxy so that it's responsive.
More importantly I'd like to add better optic generation, maybe one that is sort of the inverse of the vertex mode - where it plots optics at the centers of polygon faces? I'd like to also make the wireframe optic mode have shading like the vertex mode has now. The big feature I got running a bit in the old version of Holocraft, pre-2.0, with the projected texture optic generation is something I'd like to get going as well, so that you can just have an arbitrary pattern of optics across a model, regardless of its vertices and polygons.
Right now I'm working on a devlog post for this release.
Right now the square that you setup your hologram scene within is what you set the size of via the export dialogs:
The blue arrows are the extent of your hologram, so you want to keep your optics within there if you're doing a square hologram. Otherwise, if you can extend your hologram horizontally further if you wish, and let your optics overlap into the MARGIN areas. The blue rectangle around the 'Inches Scale' CNC export parameter refers to the length of the arrows denoting the hologram's size, in inches.
Since you set the size of the hologram at export time all you need to worry about is keeping things inside the square, but there's not currently a way to specify a size ahead of time: the hologram-area square has no actual size, so there's nothing for rulers to show if they were there. But, if you want to make a non-square hologram that's wider than it is tall, then just keep all your optics within the top/bottom of the window, vertically, and let your optics extend out into the margins a bit, and then the Inches Scale parameter would just be referring solely to the height of your hologram. Keep in mind though that if you're not using 'Origin at Center' that the bottom-left of your hologram will only be for the square area. A rectangular hologram will not start at the actual bottom-left most corner of your hologram's optics. I personally recommend you use the center origin mode, and then measure the center of your material to zero your CNC at.
I've been trying to hack in a bunch of little things real quick into v2.2a before I upload it, while I have the time today. I'm starting to feel like I should expand Holocraft's model-loading capacity, because right now it's limited to very simple models with low vertex/polygon counts - due to the data structures it precalculates from the model to facilitate fast optic generation. I'm also going to separate the optics slider into two sliders: optic count and threshold, so that if you are in Vertex or Wireframe mode you can adjust the number of optics to squeeze onto a edge line while independently adjusting the threshold at which an edge line qualifies for having any optics created along it at all.
Right now I'm switching over to 64-bit compiler to allow Holocraft to allocate more memory and be able to load larger models (~4x more verts/polys), due to 64-bit EXEs being able to access tons more system memory. I've also changed Holocraft to allocate memory dynamically.
There's some weird thing going on where some models have more than two polygons attached to a single edge spanning two vertices. If I can figure out how to resolve these funky situations (or a model having 50+ polygons to one single vertex!) I can expand it pretty easily to allow for much more complicated models.
Your hologram looks pretty good so far, but I do have some pointers. It looks like your light angle doesn't match the actual incident light angle. The light source's angle changes the 'depth' of the hologram, as far as how much straight above the hologram it's shining in from. You can tell if your light is too high and not out in front of the hologram enough because the object rotates much faster/farther than the actual hologram surface itself. You want to match your light position with what you have your Light slider set to. This changes the vertical steepness of the optic grooves themselves to match the light source, and the holographic effect is much more pronounced when the viewer orientation (or hologram angle) matches the apparent orientation of the geometry being depicted.
Also, if you can find some kind of metal polish (I use one called 'Blue Magic') and put a bit onto a rag, and then just buff the whole surface of the hologram real quick after cutting it you can shine up your grooves and double their brightness really easy. You don't need to buff the whole thing to a mirror shine, just going over it with a rag and some metal polish real quick will clean them up and get brighter glints.
For cutting I took some little pyramid carbide engraving bits (they look like a 3-sided pyramid at the tip, but have a tiny trangle facet on the very tip where the 3 sides meet) and diamond-ground it into more of a very slightly rounded point - getting rid of that triangle facet. A rounded point will produce rounded grooves which can catch the light at almost any angle, maximizing your glints. This took me a bit of trial/error to get right, but basically I just ground the carbide to a point by spinning it in my spindle and put the diamond grinding surface on it. Once it was a sharp point then I just barely rounded it by tilting the diamond sharpener up and over to the opposite side once or twice. You want a super duper tiny diameter.
One last thing: you want to figure out what feed rate minimizes any wobbles you get in your optic grooves. A bunch of pressure and moving too fast or slow on a machine that has some flex can induce little speed-wobbles in the tool as it scores the surface, which produces 'blurry' looking holograms that don't have nice sharp defined glints - because the glints will appear all over the optic in multiple spots.
I'll have v2.2a up within a few hours. I almost want to get some more aluminum sheets and start making bigger holograms now! Maybe I'll throw a few bucks at McMaster Carr as a holiday splurge and see what I can make happen over vacation.
I'm glad Holocraft is finding some use! :)
I'm releasing v2.2 right now to fix an issue with how text is output for both SVG and CNC g-code that causes new-line/carriage-returns to be output wrong at times. I'm also including some example models with the build, so users can start playing with some geometry. I'd like to improve the optic placement/generation, and finally get texture mode in there so that an image can be 'projected' onto a model and used for designating where optics should be across its surface, so that any geometry can be depicted instead of by its vertices or edges - which can sometimes not be very good for generating optics off of with some models.
So now itch.io can issue retroactive fees on past payouts to cut into future payouts? Seriously? I'm sure the 3-week total wait between customer payment and actually receiving the payout isn't going to change. That is, of course, unless it gets WORSE.
Jeez. You're slipping itch, slipping.
Also, if you have any requests or ideas for features I'd be glad to hear them! I am pretty busy working on PixelCNC most of the time but I am always willing to see what I can do. If there's a limitation or a bug that you would like me to look at, or a feature or change, just let me know!
nramco nracmo, (woops!)
Optic segments overflow means that an optic is being broken up into more than 24 individual occluded/unoccluded segments, where you can think of an entire optic depicting a point in 3D space and the length of the optic is broken into "visible" and "invisible" sections. If you have a model of say a triangle way in the background and then a set of 20 vertical rectangles that make parts of it visible and invisible all along the viewing angle then its optic segments will get broken up too much.
Also, it's recommended that you disable 'Intersection Resolution', which can also cause a segment to be chopped up into too many segments. It was more of an experimental feature but I have yet to get it working as good as I was originally hoping, and it's best to leave it disabled.
Your resulting hologram should be 'opaque' as long as 'Occlusion Detection' is enabled. This will prevent optics from being created for back-facing geometry, and also clip sections of optics that are blocked from view by foreground geometry. If you also want it to appear completely opaque in the view you can enable 'Show Faces' in the View menu.
Also, I don't recall if it's mentioned anywhere, but the 'Light' slider controls the expected/assumed azimuth (pitch angle) of the illumination source, where when the slider is at the top-most position the light source is assumed to be directly above the hologram, shining down on it at a 90 degree angle from the direction the hologram is facing. At the bottom of the Light azimuth slider is 60 degrees, so still from somewhat above the hologram but shining more 'head-on'.
The purpose is to accomodate the use of a ceiling light source in different sized rooms, where a larger room with a lower ceiling would use a Light angle that has the slider closer toward the bottom, and a room with a light more directly above the desired hologram position will have the slider up higher.
Seems to be working fine:
Holocraft does not "convert" models to SVG, it generates groove optics from a model, which can be output as SVG lines/arcs/curves or as Mach3 CNC G-code, but it's up to the user's discretion how optics are generated: the perspective of the model, which metric to generate optics by, etc.
Are you creating any optics? Are you saving the file to a location that doesn't require administrator privileges? Now that PixelCNC has reached a relatively solid and decently featured state I was going to change gears to start making videos to demonstrate it and show off its capabilities, perhaps it would be a good idea to make a Holocraft tutorial video as well.
Oh boy. If another program is able to use GL2.1 then it sounds like your drivers are at least installed right, but something is blocking PixelCNC from using them properly and Windows is defaulting to the fallback Microsoft driver. In all my days of programming and using Windows I have never seen anything like this, that's 20+ years. The closest I've seen is that if one program can't use OpenGL, none of them can.Well, this gives me more hope than ever before that we can get it running for you but it looks like the ball is fully in my court now and you've nothing left to do on your end. I'm going to do some investigating and I'll email you a link in a day or two to one or more new PixelCNC executables you can place in your PixelCNC folder to run instead, so we can start narrowing down the problem. Good work!
Maybe? But you wouldn't have been able to run the 64-bit driver packages if you were running a 32-bit windows, unless for some reason the driver packages were just 32-bit extractor/installers and you've been installing 64-bit drivers on a 32-bit OS. You can right-click the My Computer icon on the desktop and click Properties, or open System from the Control Panel.
Ah, the chipset drivers may play an important role: they support the underlying system. Considering that your 'GPU' is actually a piece of the CPU I think that maybe it's a good idea to make sure you have all of those drivers up-to-date. I know that you already updated your BIOS to the latest version, and there's a distinct possibility that updating your BIOS without running up-to-date chipset drivers could lead to something like other devices not operating properly (like the integrated GPU). From what I've read a lot of people have had problems getting drivers to work right on older laptops, especially when it comes to getting OpenGL to work, which is something I've never had problems with.
I suppose you could go back to the Dell support page for your laptop and have it auto-detect all the drivers you need, and download/install them. Be sure to reboot between driver installs!
Drivers can be finicky, and they take some finesse. I know that it's possible to get your laptop running properly, it just takes time and persistence.
The GL extensions viewer won't work if you don't have the right OpenGL driver installed - it works by interacting with OpenGL, which in your case will be stuck dealing with the Microsoft GDI/Software rendering driver, and will not show you anything about your Intel GPU.
Visit the Dell website and let the auto-detect tell you everything that you need to install. Install the chipset drivers to make sure that Windows isn't unable to control the low level hardware systems.
Also, yes, the 32-bit drivers will not work because you're running a 64-bit version of Windows. You could install a 32-bit version, and then only be able to run 32-bit drivers/software. Windows 64-bit can run 32-bit software just fine, so there's really no reason to run a 32-bit version unless your CPU is 32-bit, at which point you'd have no recourse anyway.
There's always the option of emailing Dell, and telling them you had Windows 10 but decided to downgrade back to Windows 7 because your OpenGL drivers weren't working, and you still haven't been able to get them working. I don't know if they'd help someone with an older laptop that was bought second-hand, but you never know!
I'm a bit baffled that no driver has managed to make the Microsoft OpenGL driver budge at all. There must be something we are missing, or something that you could be overlooking simply due to being less experienced with PCs. I can't imagine what it could be, but it seems like there must be something. Right now it sounds like there's a very good chance the chipset drivers could be the issue. Be sure to install them and *then* install the graphics driver afterwards. I'd suggest sticking with the newest graphics driver that pops up for your i5-520M CPU on the Intel website.
According to Dell's specs for the e6410 your CPU is either a i5-520M, i5-540M or i7-620M. You can look up your CPU on Intel's website (or Google it, and the Intel page will show up first) and from there go to the downloads link on the left side of the page. From there I'd try the first Intel Graphics download there is. I suppose you could continue extracting the drivers to a folder and manually installing, just to be safe.
Also, be sure you reboot after each driver install. If you install the right driver but try running PixelCNC without rebooting it will still be using whatever driver was already present - instead of the newly installed one. Windows needs to boot with the new driver installed in order for software to be able to utilize whatever functionality the driver exposes, otherwise it just lies dormant, waiting for the reboot, so it can fully swap in the new drivers in place of the ones already being used.
I think the key is definitely going to be finding the right driver for your CPU's graphics functionality. You should be able to see exactly which CPU you have in the device manager under 'Processors', and google that. It should be something iX-YYYM where 'X' is either 5 or 7 and YYY is a 3-digit number.
All I know for sure is that your machine is plenty new to have at least GL 2.0 hardware built into it, and it's just a matter of hunting down the right driver.
I would try manually downloading the drivers on Intel's website if their auto-detect just directed you to the Dell website. At first glance it looks like there's a couple viable options, but you're going to want to go back to the oldest Intel version they have (i.e. definitely not 4th gen). The driver that will work is probably also either only Windows 7 or a combo of Windows 7/8.1. You might want to try just downloading a couple of them that look like they might be right, I'd start with the oldest one they offer and work your way forward in time, trying each one.
Dang! EDIT: I think that your system does not have the GMA, and therefore wasn't going to install the drivers for it. The Intel Turbo Boost is just a CPU feature that's unrelated. You either have an Nvidia 3d gfx built in ontop of your Intel HD, or we need to try drivers straight from Intel.
I did just find this: https://www.dell.com/community/Laptops-General-Read-Only/Latitude-E6510-Intel-Gr...
It's not the exact same as your laptop, but apparently some people have had better luck installing drivers directly from Intel, instead of from Dell. I also just realized that the Minecraft forum guy also says to download the drivers directly from Intel, and not the Dell website. I wonder if this would've worked for you with Win10 installed still (Win7 is still better).
I suppose you could use the auto-detect utility they have on their site: https://www.intel.com/content/www/us/en/support/detect.html
You might already have perfectly usable drivers for everything else already, so I'd suggest just manually seeking whatever graphics/video driver is listed by the auto-detect results. Then go ahead and try a manual extract/install like you were doing before with the Have Disk route. This *has* to work.
Fingers are crossed!
1.948 GL_VENDOR: Microsoft Corporation <--- this should say 'Intel'
1.948 GL_VERSION: 1.1.0
It is still saying that you're running the default Windows driver for OpenGL, which is just a placeholder/last-resort/fallback when either there's no graphics hardware present, or no proper driver for graphics hardware that's present. I suggest trying to install the 'Intel GMA' driver that I mentioned previously instead. It might just do the trick.
Also, I did find a forum post where a guy explained a solution for people with Dell Latitude laptops that couldn't get their Intel HD drivers to install properly to play Minecraft because of OpenGL problems just like you are having. His solution was to manually install the drivers instead of letting the downloaded EXE file install them automatically.
So there's two things I suggest you try. First see if the Intel HD 'GMA' driver solves the OpenGL problem: (https://downloads.dell.com/FOLDER01284336M/1/Video_Driver_W33X5_WN_184.108.40.20693_...)
If that still does not work then I believe that this guy's forum thread he started about fixing OpenGL support on Intel HD for Dell laptops might be the key. He said that instead of installing it using the driver download EXE's built-in driver installer, he said to go for the 'extract only' option beneath that - where it simply writes the files out to a user-specified destination (i.e. a folder on your desktop). From there you can go into device-manager and into the Intel HD display adapter properties, and click the 'Update Driver' button (which is visible on the last screenshot you posted). From there you can direct Windows where it should seek for the drivers you want it to install, pointing it to the files extracted from the downloaded driver EXE package. He says that after hours of trying to install drivers to play Minecraft it was the only thing that worked, and several other people replied saying that it worked for them too. I believe this sounds promising.
Similar to PixelCNC, Minecraft also has a minimum OpenGL version that it requires (and so do a lot of other OpenGL programs) so it stands to reason that perhaps the Dell driver installer for your laptop (or the specific Intel HD hardware it includes drivers for) does not work properly when it comes to making sure it sets up an installed OpenGL portion of the driver.
I believe that it's worth trying both installing the GMA driver, to see if that works, and also trying the manual installation of the driver via the 'Driver' tab's "Update Driver" button that I explained above ...and I just remembered, I read that there's also (potentially) an Nvidia GPU in your laptop - which makes Intel HD look amateur by comparison, performance-wise and in its functionality. I assumed that what I read about your laptop meant that there are certain versions of it which either include the Nvidia GPU or the Intel HD, but not both, but maybe your laptop actually has an Nvidia GPU in combination with Intel HD (Intel for 2D, Nvidia for OpenGL/DirectX graphics) and it could be the "Unknown Device" listed in your Device Manager? You could try downloading the Nvidia driver on the Dell drivers page for your laptop. There seems to be two of them, one just named 'Nvidia Graphics Driver' and then another called 'Nvidia Quadro FX .... NVS 3100 ...' Perhaps they might be worth a shot too. You're definitely going to want to figure out how to get legitimate 3D software running on your machine one way or another, otherwise the laptop as a whole will not be able to run anything but 90's 3D software :(
"Nvidia Graphics Driver" https://downloads.dell.com/FOLDER02343131M/2/E6410_Video_Driver_RHRXX_WN_9.18.13...
"Nvidia Quadro FX... NVS 3100M" https://downloads.dell.com/video/nVidia_multi-device_A08_R285549.exe
The big clue is that it still says 'Microsoft Corporation' as the driver provider, which means that there has yet to be an actual legitimate Intel OpenGL driver installed for the graphics hardware, so to my mind it's a matter of figuring out how to wrestle the proper driver in there. I think that the guy who claimed that manually installing the drivers from the Device Manager might be on to something, because I know for a fact that even the version driver you were running in Windows 10 supports GL 2.1, but it still said you were running a Microsoft OpenGL driver, so perhaps his 'trick' is the only way to get the OpenGL component of the driver to properly install for your system. (Here's the Minecraft forum thread: https://www.minecraftforum.net/forums/archive/legacy-support/1735258-dell-interg...)
Between the GMA driver, the manual driver-update, and the possibility of an Nvidia GPU hiding under your keyboard, I believe that there's a high probability that all of your efforts will pay off and you'll finally be able to use PixelCNC (among other 3D software). After you try these last ideas I can think of, and it proves unsuccessful, we can discuss what options there are for your compensation or reimbursement - for your purchase that you're unable to use. You could always hold on to your copy until you find a way to get it running, whether on a new machine, or by managing to find a way to get the driver situation figured out. But, I cannot in good conscience keep your money if you're unable to use PixelCNC, not unless you were to otherwise agree to some kind of new terms or conditions, or we come up with another specially-tailored peripheral deal first. I think that one of these ideas has to work, and that you'll be generating toolpaths like it's going out of style soon. My fingers are crossed! :D
Good luck, and godspeed!
Also, are you sure that the driver is installing properly? I'm also wondering if it's the Intel GMA driver you should be installing. The other one was working for people on Windows 10 just to get their system working, but I don't know for a fact that it was also giving them OpenGL 2.1 functionality as well. I suggest trying the GMA driver (https://downloads.dell.com/FOLDER01284336M/1/Video_Driver_W33X5_WN_220.127.116.1193_...), and make sure that it's actually installing by going back into Device Manager and checking out the driver tab on your Intel display adapter's properties dialog box. You should be able to right-click the "My Computer" icon on the desktop and click 'Properties' there to get to a system control panel screen - where there is a 'Device Manager' link on the top left.
It's important that you make sure the driver is actually being used by the graphics hardware, because installing the wrong driver will cause it to automatically revert to one that worked previously.
Oh boy, I can't believe it. The Intel HD in there should be able to run at *least* OpenGL 2.1, even with the driver version you had before. The log file should be in a very similar place: C:\Users\<username>\AppData\Deftware Industries\PixelCNC\
I'm curious to see what it says now, but if the GL version is at 2.0/2.1 then the problem is something I think my workaround will actually fix!
Yes, as long as you can log into itch.io with your account (which you seem to be able to do if you can post on this messageboard) then you should still have access to the latest PixelCNC download. I admire your courage and persistence! :)
My apologies! I forgot that on Windows 10 "hidden items" must be enabled via the 'View' menu when looking at the DELL folder's contents - and then the AppData folder will appear. Alternatively you can type the folder name in the address bar and it will still allow you to access it whether or not you have hidden items enabled.
Okay, this right here is pretty funky:
7.573 GL_VENDOR: Microsoft Corporation
7.584 GL_VERSION: 1.1.0
GL v1.1 is the very oldest version of OpenGL. Right now PixelCNC tries to create a v2.0 rendering context, which grants it the functionality it needs to draw everything to the screen quickly, and utilize the graphics hardware for some peripheral calculations. According to some Google searches, your Intel HD driver (v18.104.22.16800) should support up to OpenGL v2.1. The fact that it says Microsoft has me thinking it's not even using your Intel HD hardware at all, and is running an OpenGL driver that is emulating graphics hardware on the CPU (aka 'software'). That's not going to fly.
It looks like your only options are to either install a new driver from the Dell support page, downgrade to Windows 7 if the driver doesn't work, or find a new computer to use. Honestly, this entire situation originated from the fact that Windows 10 should not have been installed on such an old machine. Windows 7/Vista would've been fine.
There's a good chance the driver will work and you'll be on your way: https://downloads.dell.com/video/VIDEO_DRVR_WIN_R296701.EXE
The biggest problem people seem to have is their screen becomes 'disabled' after installing the driver. If this happens when you boot your machine back up just let it sit for a minute, and then try pressing Windows Key + P simultaneously to switch through the various Screen/Projector modes and it should bring the screen back up after one or more tries. For some reason the driver will default to outputting on the video port, for a projector or external monitor, which just requires switching it back to the internal display.
No worries about the delay. Your search did, however, show you exactly the folder path I suggested your PixelCNC log files would be in. Here's the search result that was in your first screenshot which you can click on to see the log files:
You can manually navigate the folders on your harddrive to get to the folder indicated by a filepath, which in this case is 'C:\Users\DELL\AppData\Roaming\Deftware Industries\PixelCNC\'. Just open each folder successively that is named in the filepath, no need for performing an excessive search. Your computer is just a little machine with some files/folders and configuration options organized hierarchically, like a tree :) It's nothing like a vast world wide web, and as such can be navigated much more succinctly.
Just go to your C: drive and open the 'Users' folder, and then the 'DELL' folder (the name of the Windows user that you are logged in with), then 'AppData' (where programs store peripheral/auxillary information), 'Roaming' (application info that is shared between users of the machine), 'Deftware Industries' (where any of my software would store its stuff) and finally 'PixelCNC' (the specific program in question). The log files will be in there. Easy-peasy :D
On a personal note, I suggest that it wouldn't hurt to sometime go crazy and just surf your machine and all of its options, menus, and folders, just to familiarize yourself with the where-and-how of everything. It's an investment that will pay back in dividends, guaranteed. There are many more folders all over the harddrive, but the important places are really just "C:\Users\", "C:\Program Files\" or "C:\Program Files (x86)\" depending on whether a program is 32-bit or 64-bit, and the "C:\Windows\" folder - which you will probably never need to go into unless you become a total PC expert. The rest of Windows comprises Windows/system configuration stuff, which is not on the harddrive but instead located in Windows' menus and interface.
The big one is the 'Control Panel', which has been around since Win95. You can get to that by right-clicking the start menu button (in Win10) and clicking 'Control Panel'. From there you can work with any and all of your computer's installed devices, hardware, etc.. and their configuration. The other powerful Windows dialog is the 'Task Manager', (around since Win95 too) which is also accessible from a right-click on the start menu, or by pressing Control-Alt-Delete (famously referred to as the 'three-finger-salute') and clicking 'Task Manager' on the options that popup. The task manager will let you see all of the running programs, their resource consumption (CPU/RAM/Harddrive), as well as running background 'services', which are basically programs that operate 'behind the curtain' to make Windows happen. Don't be afraid to get to know your machine! :)
Let me know how I can send a link to you privately. The link will be to a download of a custom version of the PixelCNC executable file, which you can then replace your existing one with to see if my workaround resolves your OpenGL driver issue.
Okay, I've done some more reading, and I think that you are possibly running a usable driver, but something is off. Could you find your PixelCNC log file and paste it here for me to see? It should be located somewhere such as:
There will probably be a few log files, one for each time PixelCNC was run, but because you're experiencing the same issue they are probably all pretty much identical. Open the most recent one and paste its contents into a reply and we'll see what we can figure out. I might be able to code a work-around. Your hardware is right on the edge of being compatible so maybe something is tripping it up and causing it to default to an older version of OpenGL where glActiveTexture isn't supported.
EDIT: I think I found a way to work around the problem and get it working. I could still use the log file if you don't mind, but other than that you shouldn't have to worry about doing anything more to your system. I'll have a download link for you to replace your PixelCNC exe with to test out the patch in a few hours from now.
Hi Macboy, did you determine which graphics hardware you have in your laptop? I'm still fully confident we can get you up and running but I'm going to have to be up-front in saying that it appears as though you may have downloaded and installed a driver for your laptop other than the one for your graphics hardware. Can you tell me which driver(s) you installed?
EDIT: Before you follow through on the instructions I provided below, the black/console window that you snapped a picture of provides more information about your graphics hardware that it detects, and other useful information that will help me solve the problem. Scroll to the top of the window to the beginning of the output that PixelCNC generates there, and it should mention a GL_VENDOR and GL_VERSION. You don't actually have to take a screenshot, just telling me what it says there would be useful, but it sounds like you'll need to do a bit more work getting your system properly configured.
You mentioned BIOS updates, which are not related to graphics drivers, and should've only installed if you made it a point to install all of the drivers that the Dell page auto-detected that your system needs - which should've included the graphics hardware driver. Otherwise, if you made it a point to manually seek out and install the graphics driver by itself then BIOS updates would've only installed if you had accidentally mistaken a driver with "Intel" in the name as being the graphics driver. There are multiple drivers for your system with 'Intel' in the name which are not actually graphics hardware drivers. The Intel graphics drivers are distinguished from other various Intel drivers by the 'HD' or 'GMA' suffix that follows 'Intel' in their name. This is because your system has an Intel CPU and other Intel components, and therefore uses multiple Intel provided drivers.
Apologies if I am completely underestimating your aptitude, ability, or awareness, and you actually managed to install the proper graphics driver. I cannot stress enough that am not trying to be insulting or condescending by assuming a mistake, I am just going on the clues and evidence I have available to me, and I recognize that there's a distinct possibility that you may have simply installed a motherboard/BIOS Intel driver instead of the graphics driver, purely by mistake. There's also the possibility that because you have Windows 10 installed on an older laptop that is no longer supported by Dell that the automatic driver detector simply did not provide a graphics driver in the list of drivers it displayed to you - because there are no Windows 10 drivers for your laptop. If that's the case then you will simply need to manually install an older driver, which will work fine regardless. Likely a 32-bit Windows 7 driver, if your system actually is 32-bit as you mentioned before, as Windows 7 was the last OS that Dell supported for that laptop, and thus provided drivers for.
I can assure you that whether your laptop has an Intel 'HD'/'GMA' or an Nvidia graphics processor that it will run PixelCNC - and be able to access long-existing OpenGL functions such as glActiveTexture which have been standard for nearly two decades. So something must be preventing your machine's graphics capabilities from being utilized, and in my experience the wrong drivers (or missing drivers) are the culprit. Also, the link to the glActiveTexture bug page you found was actually a discussion between programmers about writing software that utilizes the function, and erratic behavior one programmer was experiencing, which is unrelated to the problem you're experiencing. "glActiveTexture" is one of many graphics functions that PixelCNC is unable to utilize from your hardware, and is only the very first one that it attempts to confirm accessibility for. A failure to access the function automatically prevents PixelCNC from attempting to access the rest of the graphics functions that it needs so that users are not bombarded by a barrage of error boxes for all of the missing graphics functions. The fact that PixelCNC errors out with "glActiveTexture" as being what the error specifies is purely incidental, and not specific to the glActiveTexture function itself. The problem lies in the graphics hardware not being properly configured for software to be able to access, which just means we need to make sure it's configured properly ;)
We can get to the bottom of the graphics hardware situation directly by seeing what Windows says about it. To do that you can look for yourself to see what graphics hardware you have, and what driver is currently installed for it - which I imagine is the default "Microsoft" provided driver that only grants very basic minimal functionality. It's provided as a last-resort graphics driver when the correct driver is not found. Without this default fall back driver Windows wouldn't be visible on the screen at all when the proper driver can't be located, so Microsoft provides it for convenience purposes. The problem is that it doesn't implement the advanced graphics features that the hardware offers, or that modern software utilizes, so it causes problems like the one you're experience when running proper hardware-enabled 3D software.
Take a look at what you have installed, and we'll have all the information we need. Start by right-clicking on your start menu button, which will pop up a 'context menu', and go to 'Device Manager', just like in this screenshot:
Once you're there look under "Display Adapters" by clicking on it to see what graphics hardware your system includes:
I'd like to know what it says under there. I'd also like to know what driver is installed, so once you see what's listed under Display Adapters go ahead and right-click on whatever display adapter is listed under there and click 'Properties'.
This will pop up a dialog with information about your graphics hardware. There will be a row of tabs across the top: "General", "Driver", "Details", "Events", and "Resources".
Click the "Driver" tab and tell me what it says under "Driver Provider", "Driver Date", and "Driver Version", along with the name of the graphics hardware immediately above that. In this image from my netbook you can see it says "Intel(R) HD Graphics" as the adapter name at the top, next to the screen icon, and then "Intel Corporation" for the provider, "11/10/2016" for the date, and "22.214.171.12449" for the version.
These pieces of information will tell us for sure whether or not your system's graphics hardware's drivers are properly configured, and point us in the right direction. Lets first make sure that your graphics drivers are properly installed and we'll go from there.
Well looking at your machine's specs it should be plenty capable of running PixelCNC. The OpenGL rendering function error is a red flag to me indicating that something specific to the Windows installation on your machine is not properly configured, or that some kind of software is interfering with normal program operation. The function the error mentions, 'glActiveTexture', is something that 20 year old graphics hardware supports, so it could very well be a driver issue with your system.
The problem with Windows complaining about not knowing how to open a common everyday program EXE file indicates that something has taken the liberty to interfere with your Windows installation. It could be a virus, antivirus, or some adware/malware that tried to work its way into your system, or possibly has worked its way in.
Since it looks like PixelCNC did eventually run, in spite of the "search for an app" problem, and wasn't able to properly initialize OpenGL, I think there's a good chance you can at least get it running if you update your drivers. I suggest you visit the driver page for your machine and have it automatically detect which drivers to download. The important one you're going to want to get PixelCNC running will be a video/graphics driver. Your specific laptop model came in two flavors, apparently, one with Nvidia graphics and one with Intel HD graphics. Either one should be able to run PixelCNC.
The driver page should be able to automatically determine if you need the 32-bit or 64-bit version of the drivers, just click the "Detect Drivers" button: https://www.dell.com/support/home/us/en/04/product-support/product/latitude-e641...
It should show you a list of drivers specific to your laptop, and you could go ahead and download all of them and get your system properly setup, but if you want to just quickly skip to seeing if you can get it working then download only the graphics driver that it shows you, it will either say Intel HD, Intel GMA, or Nvidia, depending on the actual hardware you have. It will also likely say "graphics" somewhere in the name. Go ahead and download/install that, reboot, and try running PixelCNC again. You will probably encounter the same "search for an app" issue, but once you get through that PixelCNC should startup, if it managed to show you the glActiveTexture error before - which means PixelCNC did actually start at some point.
I did manage to find this, which might help you fix that problem with Windows, but it won't fix the OpenGL/graphics driver problem, which must be fixed in order for PixelCNC to use your graphics hardware for rendering. https://windowsreport.com/exe-files-not-opening-windows-10/